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#starseed pilgrim
brightgreendandelions · 9 months
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help i got sick on new year's eve and now i can't sleep.
been playing an old flashgame called starseed pilgrim for more then an hour. and falling at it
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while i wait for disco elysium to install and hopefully run on my laptop
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Game 255 - Starseed Pilgrim by droqen
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I picked up this game through the itch.io Bundle for Racial Justice and Equality. I chose to donate 10 dollars, and I found about 153 games in the bundle that I was actually interested in. So, the consideration for this game will be if it was worth the 7 cents (rounded up) that I paid for it and the hours that I played it for. The bundle has since ended, but I still encourage you to make a donation to the organizations listed here.
What did I think it was at first? Space exploration game? Growing game?
How was the character creator? There isn't one, you're just a little guy.
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How was the game? As far as I can tell, the game is based around using blocks and growing them to explore? The whole tutorial and direction set is told through cryptic text.
You can jump and plant blocks to grow them in unpredictable patterns. At some point, the screen inverts and you hear a big scary noise, then you have to restart.
What did I not love? The game doesn't give you any baseline on what your goals and desires are? There's no way to know how to get the key in the first section - you can't win, you can only lose repeatedly. The limited research I did online didn't turn up anything either. I can enjoy experimental games that expect the player to find direction, but if you've got complex mechanics you need to teach them to me at least a little. Otherwise I won't know how to get to the good stuff!
At 15 minutes and 7 cents, was it really worth it? I can dig pretentious games! I've really liked some obscure indie games? This...was not one of them.
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sunset-moth · 1 year
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I want Starseed Pilgrim for the Switch
It's such a pick-up-and-play-a-round type of game for me. I've never managed to finish it. I'd say mobile, but it wouldn't really work for me... I do a lot of things like "dig a block and jump/run off it before falling down" or other things that require more precision than mobile controls can consistently give.
I'd pay so much money for an expanded version of Starseed Pilgrim, too. Or Probability 0, for that matter. Same things go for Probability 0. Shoutouts to droqen for making a lot of cool games. is droqen on here
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marshvlovestv · 2 years
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Make no mistake, every one of these last ten games was a total banger. I did put the last two in C-tier, but honestly they are still bangers, there was just something about both of them that made them not for me personally.
1.Mutropolis - I just love pointing and clicking :) This game is obtuse and ridiculous and that’s exactly what I want out of this genre.
2.Unpacking - Truly beautiful storytelling. Like, I can’t stop thinking about the protagonist’s pet beetle and how that one item tells you all you need to know about her friendship with her bug-loving first roommate.
3.Going Under - This game was such an emotional roller coaster for me, from boredom to sadness to fun to frustration to sadness again. I really adored it but the personal low points made it so I can’t truly say that my experience with this game was better than my experience with Unpacking.
4.Golf Peaks - A satisfying puzzle experience!
5.Before Your Eyes - The more I think about it, the more I’m like “Yeah, this didn’t totally live up to the hype.” The story is nice but nothing really special, and the controls, though unique as they claim, are a bit janky.
6.Dead Cells - I guess if anything is going to finally make me admit to myself that I just don’t enjoy metroidvanias, it would be a genre fusion where an excellent roguelike is bogged down by having to collect movement upgrades.
7.The Tail Makes the Fox - There’s some anime grossness to this one. The writing is really fun, though, and having partially replayed the game in English I can confirm that’s not just me thinking everything written in Spanish is literary gold.
8.Starseed Pilgrim - At the end of the day I really have no idea what this game was or even if I was playing it right, but I thoroughly enjoyed playing it nonetheless.
9.Bit Rat: Singularity - The themes of technology and AI made my eyes glaze over a little bit and made it kind of hard for the solid puzzles to hold my interest but, again. The puzzles are solid.
10.Rym 9000 - Crashes often and takes your progress with it. But this isn’t a bad game, not at all.
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kindleln · 4 years
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Itch.io bundle for racial justice and equality part 3!
Time Stone
A very short pixelated point and click puzzle game about a girl named Elle trapped in her professors house locked in by an evil wizard that kidnapped him to find the location of the mythic time stone. When I say short it took me like 15 minutes at most. Good for a quick bit of fun.
Curse of the Crescent Isle DX
A rather straight forward pixel platformer with the gimmick you can pick up and ride the enemies. You play as the King or Queen if the Crescent Isle where all your subjects have been cursed into a inhuman form by an evil wizard. I’m notoriously bad at platformers but had fun, beat it over two days but someone better at platformers would probably finish sooner. Kinda reminds me of the straight to video Return of Jeffar for some reason.
Autumn
A very pretty game but I could not for the life of me figure out the puzzles. Like I lacked the basic ability to fathom them and couldn’t find any help online. Maybe you’ll do a better job than me
Parallax
A black an white first person puzzle game that reminds me a bit of simplified Portal but the portals are preplaced. Everything is black or white and you go between two I guess dimensions, one primarily white and the other black to solve puzzles to get to the goal and to the next level. Pretty fun.
Lingotopia
A polygonal game that’s meant to help you learn languages by going around and talking to the mildly terrifying residents and learning vocabulary words. I can’t say I recommend it as a supplement for like doulingo or a class but maybe if you have some prior knowledge of the language and they have the one you want to learn? There’s quite a few.
Village Monsters
A little farming-social-RPG where you’re the only human in a village of friendly monsters. It’s largely unfinished and apparently will be in fall so I’ll come back to it then. So far it looks very cute with a style that reminds me of a mini game thingy from one of the Professor Layton games called London Life. Anyway.
Hairdash
A game that reminds me of street fighter though I’ve never played that. A bunch of enemies appear and you go left and right to attack them. The point seems to be to last as long as you can.
Wish Upon a Star
A puzzle game raising and lowering platforms in a 3D space and follows a blue haired child’s dreams to go to space. Short and cute finished it in one sit down.
RYB
A puzzle game where you color shapes red yellow or blue, and later other colors, based on clues. I really had fun with this one. Very soothing and pretty short despite the amount of puzzles.
Cats are Liquid: A Light in the Dark
An platformer where you play as a glowing white orb of a cat that can turn into liquid to fit through small spaces. Her owner locked her in a strange never ending room and the story is told by writing on the walls that give voice to the cat’s fears and anxieties. I like the sound track and the minimalist colors and the story hit hard, but that ending!
Cats are Liquid: A Better Place
There was a content warning on the game page so I was worried honestly. The cat is no longer glowing and is searching worlds she made with her friends. Bright flashing light warning on this one. I think I like the first one more honestly and I have a theory this is actually a prequel to the first game. Anyway I played them back to back and my wrist hurts and the ending left me feeling empty.
Where is Cat?
An adorable game made by actual children. Plays as a Where’s Waldo looking for a black cat and other objects in different rooms of a house. Very cute short and simple.
Octodad
Oh my gosh it’s Octodad. I haven’t seen this guy since high school! A guy who sat next to me at lunch would play this some times and I’d look over at it. like a creep. Well anyway you play as an octopus masquerading as a human man and move around with janky physics as you are and octopus pretending to be a human. Octodad has a loving wife and two kids from whom he must keep his cephalopodic secret but doing chores and stuff. It’s fun
Octodad Dadliest Catch
Loved it. It was fun and funny even though I had trouble with some areas like getting stuck in the playground area for like half an hour, but it’s as excellent as I thought it would be staring over that guys shoulder as he played this one as well. Also it’s funny how much of a graphics upgrade from the first game this has.
Starseed Pilgrim
I had a hard time figuring this one out. I think you’re supposed to grow the sky from colored blocks but I’m unsure. I suggest checking it out, perhaps I just couldn’t figure it out.
Four Sided Fantasy
A platformer where you control a woman and a man who can go through the left side of the screen to the right and go down to end up at the top and has a vhs/vcr vibe. It’s a neat mechanic. This game is very pretty and kinda minimalistic with an equally pretty soundtrack. It can get pretty mind bending though and I do not understand the ending I guess it’s an endless loop scenario or something.
Ollie and Bollie: Out Door Estate
A short little game where you play as little dudes Ollie and Bollie as they do little chores like rebuilding a shed or round up sheep with apples. It’s cute but Bollie’s AI kept stealing tires and you walk so slowwww. Took like 20 minutes to finish.
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gothamcityneedsme · 5 years
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Objectively none of the games i like are good games for their gameplay--not even the ones i like playing. But, that's because i dont look for gameplay when it comes to a game. There's things i want and don't, but I'm not overly looking for something engaging or innovative. Im too busy seeing games as ways to tell stories to really be looking at gameplay properly.
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chetshah · 5 years
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#escape #spiritual #journey #starseed #awakening #nature #naturephotography #roadtrip #pilgrim #home #mountains #clouds #shotoniphone #nofilter #whatdoyousee #instatravel (at Tibet Autonomous Region) https://www.instagram.com/p/B0zj0Wnn6TN/?igshid=cndqkuqw68j5
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blubberquark · 4 years
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Why Puzzle Platformers?
Why are there so many puzzle platformers? Was everybody simply copying Braid, hoping for the same level of success? And more importantly, now that Braid has been out for over a decade, why are people still making them?
If you make games, you already know why there are so many puzzle platformers, but I haven’t found a comprehensive answer to this question anywhere I can conveniently link to.
There are different ways to read that question:
Why are people adding puzzles to platformer games?
Why are there so many commercial indie puzzle platformers?
Why weren’t the same puzzles presented in an abstract, more puzzle-focused way?
Why are people adding puzzles to platformer games?
When it comes to jam games or small shareware projects, we should first ask “Why platformers, puzzle or not?” Part of the answer is probably “because platformers are easy to make with GameMaker“. Another part of the answer is “Because in a platformer, the player character interacts with the level, items, and NPCs, but these do not, for the most part, interact with each other, which makes a platformer comparably easy to implement (compared to an RTS game) and design (compared to RPG games), and platformers don’t need many extradiegetic UI elements.“
But beyond that, when you can add other mechanics to games, why puzzles?
The two obvious candidates to add to games are combat/stealth, and puzzles.
You can could also add multiple-choice dialogue, inventory, RPG elements (quests, skill points, classes), or procedural generation to any sidescrolling game, but none of these cannot carry a game on their own when you tack them on to a platformer. If the dialogue is actually substantial enough to carry a game on its own, the 2D platforming may stick out as “tacked-on” instead.
Strategy or economy (building, trading, tactics and management) are better served by a mouse-based UI. Dialogue-heavy or text-based games usually don’t have platforming sections, but platformer games can have some dialogue. In both cases, the pacing and movement of a platformer undercuts these game mechanics, and a different UI would be a better fit.
You can give your platformer a theme like horror, romance, science fiction, or medieval fantasy.
Puzzles are something you can add into a platformer game, either in between difficult platforming sections, or in combination with them. You can even alternate between stealth/combat and puzzles. Puzzles can be easy or difficult, and you can use them to break up levels or slow down the pace of an action platformer, or centre your whole game around them.
It takes some skill to design a puzzle mechanic that stands on its own, but it’s much easier to design an simple and easy one-off puzzle that you can throw into a platformer level. Easy puzzles are easy to balance: They have a binary win condition and an intended solution, but often no explicit failure state.
If adding another mechanic to a platformer makes it a puzzle platformer, is Speer a puzzle platformer? Is Super Meat Boy a puzzle platformer because you sometimes have to push buttons and the levels are self-contained? Is Outer Bounds a puzzle platformer? It’s not a bright line, but many action games that are lumped with “puzzle platformers” are still about jumping and running, but with a move set that isn’t 100% copied from Mario Bros.
If the main appeal of a game lies in the platforming, then as long as it’s solvable and doesn’t get in the way, it’s a good puzzle. Puzzles in platforming games can present their own platforming challenges, and rely on a slightly different kind of platforming execution skill, instead of puzzle-solving as a core aesthetic and source of difficulty. Players can be forced to traverse the same terrain back and forth along different paths. This can squeeze more gameplay out of fewer designed levels. Combined with traditional platforming obstacles like enemies to avoid, spike pits, moving platforms, one-way platforms, this can lead to more varied and difficult platforming challenges. Instead of getting in the way or breaking up the platforming bits, puzzle mechanics can go hand-in-hand with the platforming, without presenting a challenge in terms of puzzle solving, but only in terms of executing the solution.
Why are there so many commercial indie puzzle platformers?
For commercial games, the answer is more complicated. Maybe the premise of the question is not even true. Trine, Fez, Limbo, and And Yet It Moves all can in one way or another be described as “puzzle platformers”, but no two of them are in the same genre. If you cast a wider net, you get games like Mushroom 11, Owlboy, The Cave, Starseed Pilgrim, and Gunpoint.
Like “Action Adventure”, the phrase “puzzle platformer” has become a catch-all term for sidescroller games that aren’t punishingly difficult.
Of course, many commercial long-form games are classical puzzle platformers. Braid, Vessel, Closure, The Swapper, and Snapshot. These games are about puzzles, not about platforming.
Many smaller games like WarpSwap, ElecHead, Ministry of Synthesis, or LegBreaker are just exploring one puzzle mechanic to exhaustion in a series of one-room puzzles. Larger or long-form games often expand their repertoire of mechanics to create puzzles based on different mechanics held together by common themes or a story, or they focus more on platforming.
Why weren’t the same puzzles presented in an abstract, more puzzle-focused way?
Simple Controls and User Interface
If you see a puzzle platformer, you don’t need to figure out the controls or UI first, you can just pick up the controller and start running around. In their simplest form, the controls for a puzzle platformer are four directional buttons plus one for jumping and one for interacting the with puzzle mechanic, but more complex controls schemes are common.
The controls make writing a puzzle platformer for a game jam much easier than a mouse-driven puzzle game: You just need to check six keyboard buttons. If you are making a big commercial title, ease of implementation in terms of programming is not really a factor: After a day or two at most you’ll have implemented whatever mouse picking, widgets and UI elements you need. What’s much more time consuming is figuring out where to put the buttons so they don’t obscure the scene, or how to communicate which objects are clickable. Getting user interfaces right requires playtesting and iteration. A puzzle platformer might only need a context-based prompt that says “press X to interact“ or “walk into a boulder to push it“.
Game Feel, Embodiment and Characterisation
Another benefit of puzzle platformers over abstract puzzle presentation is game feel. The player controls the player character, and feels like a the player character existing inside the space of the level, increasing immersion compared to the feeling of a person sitting at a computer thinking about a crossword puzzle.
Many big-name 2D puzzle platformers like Braid and Snapshot have a rather zoomed-in view that focuses the level player character and the immediate surroundings, instead of showing the whole level. This allows the game to present important characters, items or places in great detail, and lets the camera pan to frame the most important parts of a scene. Animated movement in a two-dimensional space can give weight and character to the player character, and connect the gameplay to a story. NPCs can live inside a level, next to their home, their things, and their friends.
Imagine the same thing in a tower defence, or a racing game: You’re walking around in a level, and suddenly you meet an NPC, you’re having a conversation, and then you go on your merry way. Characters and environmental storytelling are not unique to platformers, but it’s more difficult to pull off in a game without a player character existing in the world with the NPCs. Puzzle platformers keep all options open.
Of course, this is not the only way to connect characterisation and puzzle gameplay, and it can be done in abstract games. Just in the most recent Ludum Dare, I played the game Interstellar Connection, a puzzle game with a rather abstract, disembodied presentation, in which the characterisation was delivered through dialogue. (I should briefly remark on two aspects of Interstellar Connection here, even though it has very little to do with the rest of this post. First, the game is at its heart a bunch of mazes that can be solved by backtracking. Every puzzle is equivalent to a maze graph, but the presentation makes use of a quirk of human cognition to prevent you from seeing the solution the way you would see the solution in a small maze. Second, I don’t think this mechanic can support a long-form game. If it weren’t for Ludum Dare, this would have been a forgettable minigame, not the main meat of the game, motivated and contextualised by the plot.)
Characters living inside a world could also be achieved with isometric graphics, first- or third-person 3D, or in a text-based game, but they don’t work well in self-contained or grid-based puzzle levels. We’ll get back to other aspects of more open level design later.
Puzzle Design
In a puzzle platformer, you have a player character, and you can have different kinds of obstacles, like pits filled with spikes, ledges, and doors. In a top-down platformer, you can of course also have doors, but you won’t have the same dynamics of gravity with falling down, of dropping things. It’s easier to get down from a ledge, or to drop something than to lift it.
With a visible and embodied player character instead of an abstract cursor, every puzzle can be complicated by combining manipulation of the puzzle environment with traversal of the level:
The level has an “obvious” solution, but the real challenge is navigating the environment to get there.
The challenge is to manipulate the environment to open a path for the player to jump to the right place to implement the solution.
The level has a “red herring” solution that solves the main puzzle but leaves the player trapped behind an obstacle, unable to progress without undoing it.
Level Design, Progression
Multiple puzzles can be placed in the same platformer “level” or “room“. In a “pure” puzzle game, puzzles are self-contained, with a beginning and an end, a starting state and an explicit solution condition. In a platformer, the goal can be implicit: You want to go from left to right and traverse the obstacles.
If a puzzle has an obvious missing piece, it can be a prompt for the player to explore the surrounding areas, to look for a tool, or for a certain puzzle piece that is exactly shaped like the gap that needs to be filled in the puzzle.
Strange Keyworld is a puzzle platformer, almost a puzzle metroidvania. Every so often, instead of reasoning through the puzzle that is currently shown on the screen, you need to explore the adjacent rooms to find another piece and bring it over. Although the puzzles in Strange Keyworld are mostly self-contained, they are still embedded in the larger world.
Most levels in Braid are bigger than one screen, and they have more than one puzzle. Often the first order of business is to get your bearings and explore. Then you learn to traverse the level to get everywhere, identify and separate the different puzzles, and only then can you think about solving all the puzzles by manipulating time and level state to get everywhere.
An interesting twist on this happens in Recursed: Levels are always on one screen, 20x15 tiles... but you need to explore inside all the chests to see what the level actually looks like!
Of course, you could have the same kind of dynamic in an abstractly presented puzzle with a mouse-based UI, where you can zoom in and out, drag the viewport around, or enter doors (and Recursed-style chests) by double-clicking. Then you’d lose the sense of exploration and progression, and the challenge of traversing the space via platforming. Exploring a large level would be easy, but tedious. You would need to program (as the developer) and then learn (as the payer) a new user interface, or you can just move a player character in a world. This ties back into the very first point: Platformers don’t need many extradiegetic UI elements.
tl;dr “Puzzle Platformers” are actually a bunch of genres in a trenchcoat. Character-focused 2D side-scrolling graphics are compatible with many different mechanics and game designs. Character-focused 2D platforming can counterbalance the abstractness of puzzle games.
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fleecy · 6 years
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i’ll be streaming starseed pilgrim in a few minutes, i’m at twitch.tv/fleecyleece in case anyone is interesting in watching a very calm 2d gardening in the void kind of game
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droqen · 7 years
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Sequestered Authorities
This is the third entry in a series haphazardly built on this idea of Authoritativeness in games. (It started here.)
Last week, I talked about designing for player expression. In very short, "To design a game for expressive play, reward a broad spectrum of play."
Secret Boxes
Screw Your Walking Simulators is an article from Joel Goodwin (Electron Dance) that discusses throughout the idea of a 'secret box', calling upon click-and-see games like Windosill and the GROW series.
Another way to say 'click-and-see' is 'trial-and-error'. In almost all games of this sort, there is a single way to solve each puzzle.
When I put it this way, these games are highly authoritative -- the only way to achieve victory is to perform a specific set of actions, possibly in a specific order.
But to a new player, especially one blind to the authoritative mechanics or particular unfussed about winning, the apparent authority is extremely low.
Invisible authority isn't authority.
GROW CUBE starts up with 10 buttons to click on, and each provides a reward: a pleasurable bundle of sensory feedback and increased systemic knowledge.
When you can't tell which choice is the correct one and are rewarded anyway, authority appears low regardless of how high it might mechanically be.
Starseed Pilgrim's authoritativeness / expressiveness.
My best-known game Starseed Pilgrim has fairly distinct authority (a 'winning strategy') but that starts out invisible. You don't need to know all the tricks to perform at a moderate level, and you don't need to perform at higher than a moderate level to be rewarded in the early parts of the game, and you don't know that the later parts of the game exist.
So: the authority feels low because you're rewarded for a relatively broad spectrum of action, therefore player expressiveness ('freedom' might have been a better word but it's too late now...) feels high.
Lost
I forgot where I was going with this one. That's cool. I'm used to this feeling, of not knowing where I'm going... it's been a little weird, writing the last 2 blog posts with a clear sense of purpose...
Nice, but weird.
Anyway, here we are at the end.
I've developed a new sort of axis for describing games & I'll happily use it in conversation, especially when talking about what games I like.
Here's some more Low Authority Games I really like:
Corrypt
Wilmot's Warehouse
Please make more for me.
Droqen's Everyday Disclaimer
Someone has probably described the phenomena discussed in this article already. I'm terrible at research -- forgetting the research and pretending I'm the first person to discover something is the only thing that gets me through writing articles like this. So, like, if you know about a stunningly similar theory, or this other place where they actually define the word I'm trying to define but they define it a different way and it's already "taken", absolutely feel free to tell me all about it. I'd just feel weird if I didn't publicly display some sort of self-awareness. Thanks for reading!
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Note
20 and 21
        Taliyah is alight with giggles, pressing her hand to her lips to stifle the oncoming laughter that threatens to boil over. 
        “Rin is… not much of a shopper. She constantly wants cute clothes and a style that reflects how she feels on the inside. But… she’s self-conscious. Rin hates shopping and trying on clothes and causes a bit of a scene if she’s been doing it for too long. She’s prone to psyching herself out and finding clothes that she so desperately thinks are cute, but doesn’t believe look good on her. It’s… kind of mentally exhausting to go shopping with Rin. For everyone involved.”
        Taliyah bites the edge of her nail, working it between her teeth as she thinks. “But she doesn’t really play too many games, either. When she was younger, Rin had a Gameboy that she towed around constantly, but she only ever played the basics - Pokemon, Kirby… some Mario here and there, but those were really it. She wouldn’t consider herself a gamer and neither would I. She loves a lot of game franchises, but… hmm… let’s say, she’d rather dabble more in Earthbound lore than play Earthbound itself.”
[Taliyah, I’m on like Chapter 5 of Mother 3, that’s exotic in my tastes for games.]
        “Yes, but you’ve been stuck on Chapter 5 for months now. You haven’t even played it because you don’t know where to go. Aside from Mother 3, what’s the last exotic game you’ve played?”
[Uhh… well, a friend bought me Starseed Pilgrim a few months back.]
        “Yes, and you had to close out of everything you’ve been working on just to get to your desktop to see the name of the game. You couldn’t even remember what it was called. E-either way, Rin is neither a shopper nor a gamer.”
[Okay, okay fine. I get it. Next question Tali, please.]
        “Fine, fine. Ohh… well, um, I think it’s no surprise that Rin is fairly pessimistic on a regular basis. I think she’s just kind of swarmed herself in it. Her Ryuzaki muse was constantly worried about her, but that was in her heyday where she was much worse off mentally than I believe she is now. I try not to worry about it, because I’m sure that Rin will be okay. But… it’s worrying, sometimes, when she just wakes up and jumps straight to crying.”
[The doctor I’ve gone to since I was little refused to diagnose me with depression, but I know I have it. I’ve had it for years. It manifests in laziness, aggression and overall bad habits like irregular bathing and me staying up all night. I skipped my college class today because I slept in, even though I had like 17 hours of rest yesterday. I don’t like myself and I don’t like who I am.]
        “This is my question, not yours to answer. A-anyways, now that she’s gotten a job I think she’ll be a little better off. Rin tends to think herself… worthless for having gotten fired a few months back. It’s been a hard slope that only increases as she spends the money she’s saved up, but she’s gotten herself another job so that’s a step in the right direction. She’s not entirely pessimistic, no - she has her moments of being too sure something will turn out okay, or having clarity and taking a realistic approach to a problem. It’s just… hard when she constantly berates herself.”
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epicmeetsfail · 5 years
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Have You Played… Starseed Pilgrim? https://ift.tt/2JogL4A July 03, 2019 at 02:54AM
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marshvlovestv · 3 years
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I think I was a bit foolish going into Starseed Pilgrim expecting there to be a concrete goal. In my mind it was a puzzle game, even though the store page says absolutely nothing about puzzles. The store page says very little at all and professes it’s a game best experienced on one’s own, but you’ll forgive me if I try to give my brief interpretation.
The “goal” of this game, as it were, is to decipher the growth patterns of your many “seeds,” all their little quirks and interactions and the general rules of the world you’re in. All of this is not to determine their utility in some larger task; it’s just about the joy of experimentation and discovery.
Or maybe there is secretly an objective that I’m missing and I’m being doubly foolish right now by saying there isn’t one. You can collect keys, after all. God knows what, if anything, they open.
So basically, I have no idea if I’m playing this game correctly, but I still really like it.
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kaidra808gaming · 7 years
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BOB’s Gaming Masterpost
This is my attempt at compiling a list of all the games I have ever played, tried, owned, or currently do own.
9.03m
Animal Crossing: Wild World
Animal Crossing: City Folk
Animal Crossing: New Leaf
Animal Crossing: New Horizons
Anno 2070
ASTRONEER
Awesomenauts
Bad Rats
Banished
The Banner Saga
Bastion
BattleBlock Theater
Borderlands
Borderlands 2
Borderlands: The Pre-Sequel
Broforce
Call of Duty: Black Ops 3
Call of Duty: World at War
Castle Crashers
CastleMiner Z
Chantelise
Chaos on Deponia
Cities: Skylines
Contagion
Cook, Serve, Delicious!
Dark Souls
Dead Island
Dead Island Riptide
Demigod
Democracy 3
Deponia
Dishonored
Dragon Ball Xenoverse
Dungeon of the Endless
Dying Light
The Elder Scrolls 3: Morrowind
The Elder Scrolls 5: Skyrim
The Elder Scrolls 5: Skyrim SE
Endless Legend
Endless Space
Eufloria
Eufloria HD
Evoland
Fable - The Lost Chapters
Fallout 4
Fallout Shelter
Farming Simulator 2013
FEZ
Firewatch
From Dust
FTL: Faster Than Light
Gnomoria
Godus Wars
Goodbye Deponia
Grand Theft Auto 5
The Guild 2
The Guild 2 - Pirates
The Guild 2 - Renaissance
HunieCam Studio
ibb & obb
Just Cause
Just Cause 2
Kenshi
Kerbal Space Program
Kinetic Void
Kingdom: Classic
Kingdom: New Lands
Kingdoms of Amalur: Reckoning
Left for Dead
Life is Feudal: Your Own
The Long Dark
Lovers in a Dangerous Spacetime
Machinarium
Magicite
Mark of the Ninja
Metal Slug
Minecraft
Minecraft: Story Mode
Miner Wars 2081
Momodora: Reverie Under the Moonlight
Montaro
NightSky
Nimbus
Ori and the Blind Forest
Ori and the Blind Forest: Definitive Edition
Pixel Piracy
PixelJunk Eden
Plants vs. Zombies: GotY
Pokemon Red/Blue
Pokemon Yellow
Pokemon Gold/Silver
Pokemon Crystal
Pokemon Ruby/Sapphire
Pokemon Emerald
Pokemon Diamond/Pearl
Pokemon Heart Gold/Soul Silver
Pokemon Omega Ruby/Alpha Sapphire
Pokemon Ultra Sun/Ultra Moon
PokeMMO
The Polynomial
Project Zomboid
Proteus
Real Grinder
Recettear: An Item Shop’s Tale
Reus
Rise to Ruins
Risk of Rain
Roguelands
Saints Row 2
Saints Row 3
Saints Row 4
Saints Row: Gat out of Hell
Sang-Froid - Tales of Werewolves
Secret of the Magic Crystal
The Secret World
The Settlers 7: Paths to a Kingdom
Shelter 1
Shelter 2
Sid Meier’s Civilization 5
The Sims 2
Slime Rancher
Solar 2
Space Engineers
Starbound
Stardew Valley
Starseed Pilgrim
Tales form the Borderlands
Teeworlds
Terraria
Tomb Raider
Torchlight 2
Tripple Town
Under the Ocean
Universe Sandbox
Viridi
Voodoo Garden
Warhammer 40,000 GotY
Warhammer 40,000 Dawn of War - Dark Crusade
Warhammer 40,000 Dawn of War - Soulstorm
Warhammer 40,000 Dawn of War - Winter Assault
Warhammer 40,000 Dawn of War 2
Warhammer 40,000 Dawn of War 2 - Chaos Rising
Warhammer 40,000 Dawn of War 2 - Retribution
The Witcher
The Witcher 2
The Witcher 3
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royal-mortician · 7 years
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heyyy i got a 5 (highest grade) for my interactive narration class (essay about gone home/999/starseed pilgrim + participation) i’m so happy!!!!
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chetshah · 5 years
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#awareness #spiritual #journey #pilgrim #roadtrip #nature #naturephotography #clouds #lake #yoga #meditation #shotoniphone #nofilter #whatdoyousee #awakening #starseed (at Tibet Autonomous Region) https://www.instagram.com/p/B0sUZvfHBaN/?igshid=r2aaw31bsc55
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